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annotate Orchestland/Assets/LeapMotion/Scripts/Utils/MagneticPinch.cs @ 1:f7675884f2a1
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author | Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp> |
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date | Fri, 17 Jul 2015 23:09:20 +0900 |
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1
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1 /******************************************************************************\ |
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2 * Copyright (C) Leap Motion, Inc. 2011-2014. * |
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3 * Leap Motion proprietary. Licensed under Apache 2.0 * |
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4 * Available at http://www.apache.org/licenses/LICENSE-2.0.html * |
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5 \******************************************************************************/ |
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6 |
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7 using UnityEngine; |
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8 using System.Collections; |
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9 using Leap; |
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10 |
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11 /** |
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12 * Detects pinches and grabs the closest rigidbody if it's within a given range. |
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13 * |
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14 * Attach this script to the physics hand object assinged to the HandController in a scene. |
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15 */ |
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16 public class MagneticPinch : MonoBehaviour { |
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17 |
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18 public const float TRIGGER_DISTANCE_RATIO = 0.7f; |
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19 |
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20 /** The stiffness of the spring force used to move the object toward the hand. */ |
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21 public float forceSpringConstant = 100.0f; |
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22 /** The maximum range at which an object can be picked up.*/ |
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23 public float magnetDistance = 2.0f; |
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24 |
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25 protected bool pinching_; |
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26 protected Collider grabbed_; |
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27 |
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28 void Start() { |
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29 pinching_ = false; |
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30 grabbed_ = null; |
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31 } |
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32 |
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33 /** Finds an object to grab and grabs it. */ |
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34 void OnPinch(Vector3 pinch_position) { |
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35 pinching_ = true; |
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36 |
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37 // Check if we pinched a movable object and grab the closest one that's not part of the hand. |
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38 Collider[] close_things = Physics.OverlapSphere(pinch_position, magnetDistance); |
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39 Vector3 distance = new Vector3(magnetDistance, 0.0f, 0.0f); |
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40 |
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41 for (int j = 0; j < close_things.Length; ++j) { |
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42 Vector3 new_distance = pinch_position - close_things[j].transform.position; |
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43 if (close_things[j].GetComponent<Rigidbody>() != null && new_distance.magnitude < distance.magnitude && |
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44 !close_things[j].transform.IsChildOf(transform)) { |
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45 grabbed_ = close_things[j]; |
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46 distance = new_distance; |
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47 } |
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48 } |
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49 } |
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50 |
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51 /** Clears the pinch state. */ |
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52 void OnRelease() { |
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53 grabbed_ = null; |
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54 pinching_ = false; |
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55 } |
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56 |
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57 /** |
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58 * Checks whether the hand is pinching and updates the position of the pinched object. |
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59 */ |
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60 void Update() { |
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61 bool trigger_pinch = false; |
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62 HandModel hand_model = GetComponent<HandModel>(); |
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63 Hand leap_hand = hand_model.GetLeapHand(); |
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64 |
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65 if (leap_hand == null) |
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66 return; |
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67 |
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68 // Scale trigger distance by thumb proximal bone length. |
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69 Vector leap_thumb_tip = leap_hand.Fingers[0].TipPosition; |
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70 float proximal_length = leap_hand.Fingers[0].Bone(Bone.BoneType.TYPE_PROXIMAL).Length; |
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71 float trigger_distance = proximal_length * TRIGGER_DISTANCE_RATIO; |
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72 |
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73 // Check thumb tip distance to joints on all other fingers. |
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74 // If it's close enough, start pinching. |
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75 for (int i = 1; i < HandModel.NUM_FINGERS && !trigger_pinch; ++i) { |
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76 Finger finger = leap_hand.Fingers[i]; |
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77 |
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78 for (int j = 0; j < FingerModel.NUM_BONES && !trigger_pinch; ++j) { |
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79 Vector leap_joint_position = finger.Bone((Bone.BoneType)j).NextJoint; |
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80 if (leap_joint_position.DistanceTo(leap_thumb_tip) < trigger_distance) |
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81 trigger_pinch = true; |
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82 } |
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83 } |
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84 |
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85 Vector3 pinch_position = hand_model.fingers[0].GetTipPosition(); |
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86 |
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87 // Only change state if it's different. |
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88 if (trigger_pinch && !pinching_) |
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89 OnPinch(pinch_position); |
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90 else if (!trigger_pinch && pinching_) |
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91 OnRelease(); |
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92 |
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93 // Accelerate what we are grabbing toward the pinch. |
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94 if (grabbed_ != null) { |
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95 Vector3 distance = pinch_position - grabbed_.transform.position; |
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96 grabbed_.GetComponent<Rigidbody>().AddForce(forceSpringConstant * distance); |
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97 } |
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98 } |
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99 } |